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Elyse Silvia Purba; I Gusti Putu Suharta; I Made Suarsana

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study focuses on examining the effectiveness of the metacognitive guidance approach in mathematics education using the Systematic Literature Review (SLR) method. Metacognitive strategies are considered a relevant approach in 21st-century education because they encourage students to plan, monitor, and evaluate their thinking processes independently. The literature search was conducted via Google Scholar using appropriate keywords and yielded 306 articles in the initial stage. Subsequently, the selection process followed the PRISMA flowchart, including the removal of duplicate articles, screening based on titles and abstracts, and eligibility assessment through full-text review. From these stages, 12 articles meeting the inclusion criteria were selected as the basis for analysis. The study’s findings indicate that metacognitive guidance has a positive impact on mathematics learning, particularly on students’ problem-solving skills, critical thinking, mathematical literacy, and learning outcomes. This approach also enhances metacognitive awareness, enabling students to be more focused in selecting strategies, monitoring the learning process, and evaluating the results. Thus, this strategy is worthy of integration by teachers to strengthen the quality of learning and higher-order thinking skills.

Annisa Qoyyima; Desi Ajarah; Mariatul Kiftia Shakila; Rani Nuldiva Situmorang

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This study aims to describe students’ mathematical creative thinking skills through the use of Project-Based Learning (PBL)-based Student Worksheets (LKPD) on the topic of translation via a tessellation project. The study employed a quantitative descriptive approach supported by qualitative data in the form of documentation of students’ project outcomes. The research subjects consisted of 20 students divided into 10 groups. Data were collected through the assessment of tessellation projects and documentation of students’ work, which were analyzed based on indicators of mathematical creative thinking skills, namely fluency, flexibility, originality, and elaboration. The results of the study indicate that students were able to generate various ideas in designing tessellation patterns, employ diverse pattern-arrangement strategies, and develop works demonstrating a visual understanding of the concept of translation. Elaboration skills were evident in the development of details, neatness, and refinement of the works, while originality was evident in the variety of motifs and designs produced by each group. Project-based learning provided students with the opportunity to explore ideas, collaborate in groups, and connect mathematical concepts with tangible products. The implementation of Project-Based Learning (PBL) in local curriculum materials through a tessellation project also helps students understand the concept of translation more concretely through activities involving the design and creation of repeating patterns. Overall, this approach facilitates the development of students’ creative mathematical thinking skills regarding the topic of translation and provides a more active, meaningful, and student-centered learning experience.

Adinda Muhfyana; Chelsea Rivera Pasaribu; Dave Marcellino Sancia; Dwi Octa Marcellita Girsang; Mariatul Kiftia Shakila +2 more

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2026 Pusat riset dan Inovasi Nasional

This study aims to analyze students’ mathematical reasoning abilities in quadratic function material through the use of Desmos. The research employed a qualitative descriptive approach using a case study and usability testing method. Data were collected through post-tests and interviews involving students’ responses in solving quadratic function problems. The analysis focused on several indicators of mathematical reasoning, including procedural skills, conceptual understanding, and analytical ability. The results show that students generally demonstrate adequate procedural reasoning, particularly in substitution and computation tasks. They are also able to relate algebraic representations to geometric interpretations, such as determining intercept points and analyzing the direction of parabolas. However, limitations were found in conceptual understanding, especially in identifying graph characteristics without relying on procedural steps. The use of Desmos significantly supports the development of students’ mathematical reasoning by providing real-time visualization, facilitating exploration of function parameters, and enabling verification of results. Overall, Desmos contributes to enhancing procedural, conceptual, and analytical dimensions of mathematical reasoning, although its effectiveness depends on proper instructional design.

Syifa Nur Haliza; Syafirda Azmi Auliya; Diah Putri Rahmawati; Dian Mustika Anggraini

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Mathematics learning at the elementary school level plays an important role in shaping students' logical thinking. However, understanding multiplication concepts remains a challenge for some students, mainly due to the learning process which tends to be monotonous and lacks active participation. This study aims to describe the implementation of context-based educational games "Seblak Prasmanan" and to examine their impact on students' activity and understanding in multiplication material. The study uses a descriptive qualitative approach with 21 third-grade students at MI Miftahul Ulum 02 Honggosoco as subjects. Data collection techniques were conducted through direct observation and documentation with the help of observation sheets containing indicators of student involvement and understanding. The results of the study show that the implementation of educational games can encourage students to participate more actively in learning. In addition, students find it easier to understand the concept of multiplication as repeated addition through contextual learning experiences. A more enjoyable learning atmosphere also impacts the increase in students' interest and motivation to learn. Thus, the use of educational games based on everyday life contexts can be an alternative learning strategy to effectively improve the quality of mathematics learning in elementary schools.

Monalisa Noe; Perry Zakaria; Auli Irfah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2026 Pusat riset dan Inovasi Nasional

This study aims to analyse the difficulties experienced by students in learning about flat-sided three-dimensional shapes. The research method employed is descriptive with a qualitative approach. The data collected in this study were obtained from students’ difficulty tests and interview results. The research subjects were Year 8 pupils at SMP Negeri 2 Ponelo Kepulauan in the 2024/2025 academic year. The interviews were conducted by selecting three questions related to difficulties in learning mathematics, with one student chosen as a respondent to be interviewed on 26 August 2025. The indicators used to assess students’ learning difficulties were: facts, principles, concepts, and operations. The research results indicate that students with the lowest marks demonstrated limitations in mastering all the indicators measured when solving mathematics problems on the topic of flat-sided three-dimensional shapes. During the interview, students with the lowest marks experienced difficulties despite the use of effective teaching methods. This was because they paid insufficient attention to what the teacher was explaining.

Ndabarishye, Patrick; Singh, Ajay Kumar

Journal of Computing Theories and Applications 2026 Universitas Dian Nuswantoro

The retention of customers in the retail banking sector is a critical economic imperative; however, predictive modeling is frequently hindered by severe class imbalance and the “Black Box” nature of complex algorithms. This study proposes a Heterogeneous Stacking Ensemble framework integrating XGBoost, CatBoost, and Random Forest base learners with a Logistic Regression meta-learner to forecast customer attrition. To overcome the pervasive “Majority Class Bias,” we introduce a “Dual-Imbalance Defense” that synergizes the Synthetic Minority Over-sampling Technique (SMOTE) with algorithmic cost-sensitive penalization. Furthermore, moving beyond standard accuracy metrics, the framework mathematically derives a dynamic classification threshold to guarantee a strict 0.90 recall rate, actively optimizing the capture of at-risk capital. Model opacity is addressed through the integration of a SHapley Additive exPlanations (SHAP) TreeExplainer. This cooperative game theory approach provides localized, patient-level “Reason Codes” for regulatory compliance and reveals global systemic vulnerabilities, including non-linear drivers such as the “Product Paradox.” Achieving a 0.90 recall rate and an AUC of 0.8654, this framework provides a statistically robust and operationally transparent tool for targeted customer retention.

Imelda Ayuningtyas; Chilsa Niken Saharnaya; Zaenal Abidin; Dian Mustika Anggraini

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to determine how the use of SOGAM puzzle media in mathematics can improve students' basic counting skills at the elementary school level, especially for addition and subtraction materials in grade 1. This study adopted a descriptive qualitative approach involving 27 grade 1 students of MI NU Hidayatul Mustafidin as research subjects. Data collection was carried out through observation and documentation during learning activities. The research findings showed that students appeared inactive in the learning process and faced difficulties in understanding the concept of addition and subtraction before the introduction of SOGAM puzzle media in mathematics. After the implementation of SOGAM puzzle media in mathematics, students' counting skills improved, as shown by increased accuracy in answering questions, speed in calculating, and better understanding of concepts. In addition, students became more active, enthusiastic, and motivated during learning. SOGAM puzzle media in mathematics can create a fun and interactive learning environment by incorporating game elements in the learning process. Thus, the use of SOGAM puzzle media in mathematics is proven to be effective in improving students' basic counting skills in addition and subtraction materials in elementary schools.

Dame Enjelina Sigalingging; Indriyani Fransiska Tinambunan; Marianche Ferbina Tarigan; Natalia Susi Susanti Silitonga; Sola Gracia Manik

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study analyzes junior high school students' errors in solving mathematics problems involving integers. This study was conducted through a systematic literature review of 12 related research articles published between 2021 and 2026. The analysis shows that students' errors in integers include contextual, procedural, and technical (calculation) errors. The most common conceptualization errors were found in the understanding of positive and negative signs and the rules for mixed operations. The main causes of errors are a lack of in-depth conceptual understanding, the habit of memorizing without understanding, and a lack of practice using concrete media. Internal factors such as learning motivation and external factors such as learning methods and media also contribute. This study recommends that the mathematics learning process emphasize meaningful conceptual understanding, the use of concrete media, and learning strategies that engage students' mathematical connection skills. Thus, difficulties in learning integers can be minimized sustainably.

Achmad Maulana Chamdani; Supriyo Supriyo; Ani Afifah

Being able to solve problems is a key part of learning math. Many students still haven't fully understood this skill, especially when it comes to Statistics. This happens because the teaching methods haven't fully supported students in being more involved, and technology isn't being used as effectively as it could be in the lessons. So, this study was done to look at how using the Discovery Learning method along with the Photomath app affects students' ability to solve math problems. The study took place at SMPN 2 Gondangwetan during the 2024/2025 school year. It used a quasi-experimental method with a nonequivalent control group setup. The study included two groups of eighth-grade students, with each group having 30 students. Class VIII-A was the control group, and Class VIII-B was the experimental group. Data was gathered using written exams given before and after the teaching program. The pretests showed that the data followed a normal distribution but had unequal variances, so the Mann–Whitney U test was chosen to check the hypothesis. The analysis found a significance level of 0.003, which is below 0.05, showing there was a true difference between the two groups. The biggest progress was seen in the experimental group, especially in the areas of evaluating and making conclusions, which went up from 3% to 81%. So, it's clear that using the Discovery Learning model along with the Photomath app has a big positive impact on helping students improve their math problem-solving skills.  

Moch Tauviqillah; Andika Budi Setyo Lestari; Supriyo Supriyo

This research was motivated by students' low interest in mathematics, particularly in integer arithmetic operations. The objective of this study was to develop a valid, practical, and effective instructional media based on the 24-game UNO card game for use in learning activities. This research was conducted through research and development (R&D) using the ADDIE development model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects were seventh-grade students at SMPN 9 Pasuruan. Data collection techniques used validation sheets, practicality questionnaires, and learning outcome tests. Data analysis was conducted using descriptive, quantitative, and qualitative methods. The results showed that validation from material experts and media experts achieved an average score of 91.88%, categorized as very valid. Practicality based on teacher and student responses achieved an average score of 91.42%, categorized as very practical. The results of the learning outcome test (posttest) showed an average score of 85, categorized as effective. Thus, the mathematics learning media based on the 24 Game UNO card game is declared valid, practical, and effective for use in the learning process.  

Eftri Welita; Widiawati Widiawati; Reza Lestari

This study aims to determine the ability of students' conceptual understanding after the application of the Project Based Learning (PjBL) model on pyramid material in class VII of Muhammadiyah Pagar Alam Middle School in the 2025/2026 Academic Year. The subjects in this study were 30 students using the pre-experimental design method of one group posttest only type. Data collection techniques used in this study include tests and documentation. The data analysis technique is a quantitative descriptive analysis of all collected research data. Starting the stages carried out after learning using the Project Based Learning (PjBL) model, the percentage per indicator of students' conceptual understanding was obtained with the achievement of: indicators restating the concept of 59.12% indicators providing examples and non-examples of 78.33, and problem solving indicators of 83.06%. So it can be concluded that the use of the Project Based Learning (PjBL) model is effective on the conceptual understanding ability of class VII students of Muhammadiyah Pagar Alam Middle School in the 2025/2026 Academic Year with an average percentage reaching 75.91 which is in the good category.

Riska Melinda Sari; Indah Widyaningrum; Helni Indrayati

This study aims to determine the abillity of students’ conceptual understanding of mixed fractions after the application of the PhET Colorado application in class VII of Muhammadiyah Pagar Alam Middle School in the 2025/2026 Academic Year. The subjects in this study were class VII.2 with 30 students with an average of 77. This study uses a pre-ekperimental design method one group pretest-posttest. Data collection techniques used in this study include tests and documentation data analysis techniques are stages carried out after all research data is collected. Through the PhET Colorado application, the percentage per indicator was obtained, the indicator restating the concept with an achievement of 63,50%, the indicator mathematical representation with an achievement of 74,78%, the indicator problem solving with an achievement of 95,00%, therefore the average reached 77,78%. So it can be in mixed fractions material on the ability of students’ conceptual understanding in class VII of Muhammadiyah Pagar Alam Middle School in the 2025/2026 Academic Year.

Armina Rangkuti; Syofiah Sinaga; Adawiyah Ritonga; Putri Khofifah Rambe; Suci Dahlya Narpila

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This outreach program evaluates the efficacy of the Lingkari Aku cooperative learning model in enhancing conceptual mathematical grasp among elementary students. Carried out at SD Negeri 054945 Dogang during the 2023/2024 odd semester, this study employed a qualitative case study methodology. The target participants were students engaged in integer operation topics. Data acquisition involved systematic observation, assessment tests, and documentation. The findings demonstrate that the Lingkari Aku method markedly bolstered student engagement, stimulated proactive group dialogue, and refined their grasp of integer concepts. Beyond academic gains, the approach fostered essential social competencies, such as teamwork, interpersonal communication, and accountability. Although high student excitement necessitated rigorous classroom management, the method successfully established a dynamic and pleasurable mathematical learning atmosphere. Consequently, this model is endorsed as a viable pedagogical alternative for elementary mathematics, especially within the framework of educational community service initiatives.

Fishy Dirgahastyan Provita; Elly Arliani

International Journal of Mathematics and Science Education 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to: (1) Determine the effect of the discovery learning model with the aptitude treatment interaction strategy on the mathematical concept comprehension and self-efficacy of 10th-grade students at SMA Negeri 3 Tarakan; (2) Determine the effect of the discovery learning model with the aptitude treatment interaction strategy on the mathematical concept comprehension of 10th-grade students at SMA Negeri 3 Tarakan; (3) Determine the effect of the discovery learning model with the aptitude treatment interaction strategy on the self-efficacy of 10th-grade students at SMA Negeri 3 Tarakan. The research population included all tenth-grade students of SMA Negeri 3 Tarakan in the 2024/2025 academic year. The research sample consisted of two classes selected randomly: one experimental class receiving discovery learning with an aptitude treatment interaction strategy and one control class receiving conventional learning. The research instruments consisted of a test measuring mathematical concept understanding on trigonometry material and a self-efficacy questionnaire. The data obtained were tested for prerequisites through normality and homogeneity tests before being analyzed using inferential statistical tests in the form of an independent samples t-test with the assistance of SPSS software version 26.0. The research results show that the implementation of the discovery learning model with the aptitude-treatment interaction strategy has a significant impact on students' mathematical concept understanding and self-efficacy simultaneously, with a significance value of 0.006 < 0.05. Partially, this learning model has a significant effect on students' mathematical concept understanding, with a significance value of 0.018 < 0.05. However, the effect of the discovery learning model with the aptitude-treatment interaction strategy on students' self-efficacy is not statistically significant, as indicated by a significance value of 0.089 > 0.05, even though there is a tendency for increased self-efficacy among students participating in the experimental class learning. Nevertheless, the influence of the discovery learning model with the aptitude treatment interaction strategy on students' self-efficacy is not statistically significant in partial terms, although there is a tendency for an increase in self-efficacy among students participating in the experimental class. These findings suggest that the discovery learning model with the aptitude treatment interaction strategy is effective in improving students' understanding of mathematical concepts in trigonometry material and has the potential to support the development of self-efficacy in mathematics learning.

Dini Silikon

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research was motivated by the low mathematics learning outcomes of MA Negeri 1 Serang students. So it is necessary to implement learning media that helps improve students' mathematics learning outcomes. One of the learning media used is Matrix Domino Cards. This research aims to determine the learning outcomes of students who received treatment using domino matrices and students who were not given learning treatment using domino matrices. The research results show that the learning outcomes of students who were treated using matrix domino card media were higher than the learning outcomes of students without using matrix domino card media. The results of statistical tests show that students' interest in learning using domino matrix media in the experimental class obtained an average = 67.78 and standard deviation = 20.88, while learning without using domino matrix media in the experimental class obtained data on the average interest in learning of participants students = 49.72 and standard deviation = 15.48, then after carrying out the t test the results were obtained that tcount > ttable, namely 1.80 > 0.354. Hypothesis testing results obtained were tcount > ttable, so ha was accepted, meaning there was an increase in student learning outcomes using domino matrix learning media in class XI MA Negeri 1 Serang Academic Year 2022/2023.

Ahmad Yuan Arby

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

This study presents ReflectAI, a web-based system designed to automate the creation of teaching materials tailored to students' learning styles using behavior data from a Learning Management System (LMS). Student digital activity data—such as logins, material access, forum participation, assignment submission, and quiz results—are extracted and processed using a Hierarchical Clustering algorithm to categorize students into three learning styles: visual, auditory, and kinesthetic. Based on the clustering results, the system automatically generates personalized learning modules using generative AI (ChatGPT API), aligned with each student's learning preferences. Employing a data-driven system development approach, the system was tested with data from 230 students in a mathematics course. The results show diverse learning style distributions and relevant, tailored content generation. ReflectAI is designed to reduce teachers’ administrative workload and enhance personalized and adaptive learning. This system contributes to educational transformation through deep, data-driven technology integration.

Hardika Saputra

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to examine the role of mathematics education in building numerical literacy in elementary schools, as well as strategies that can be implemented to enhance students' numerical skills. Numerical literacy is a fundamental skill needed by students to understand, interpret, and use numerical information in daily life. The research method used is library research, reviewing various related literature, including books and recent scholarly journals in the field of mathematics education. The results show that the integration of technology, the use of contextual approaches, and collaborative learning are effective strategies in improving students' numerical literacy. Technology helps simplify the understanding of abstract concepts, while contextual and collaborative approaches make mathematics more relevant and applicable. The implications of these findings are the need for further development in teacher training to integrate technology in teaching and the importance of involving students in more interactive and contextual learning processes. This study also suggests further evaluation of the implementation of these strategies in various educational settings.

Inabah, Sekar Farahdila; Inabah, Sekar Farahdila; Putri, Imelda Adelia; Mutiarachim, Atika

Digital Business Intelligence Journal 2026 Fakultas Ekonomika dan Bisnis Universitas 17 Agustus 1945 Semarang

This study aims to compare the performance of Multiple Linear Regression (MLR) and Random Forest Regression (RFR) in predicting student performance based on academic scores. Student performance is defined as the average of math scores, Reading Scores, and writing scores. This study uses a quantitative approach with a comparative design based on predictive modeling. The data used is secondary data from the Student Prediction dataset obtained through the Kaggle platform, which was processed using the Python programming language through the Google Colab platform. The analysis stages included the formation of performance variables, the separation of training and test data with a ratio of 80:20, model training, and evaluation using the Mean Squared Error (MSE), Mean Absolute Error (MAE), and coefficient of determination (R²) metrics. The results show that the Multiple Linear Regression model produced an MSE value of 2.74 × 10⁻²⁸, an MAE of 1.51 × 10⁻¹⁴, and an R² of 1.000. Meanwhile, Random Forest Regression produced an MSE of 0.296, an MAE of 0.375, and an R² of 0.998. These findings indicate that both models have a very high level of accuracy, but Multiple Linear Regression provides the best performance. This is due to the strong linear relationship between the input variables and the target variables formed directly from the combination of academic values. Thus, the linear regression model is proven to be more suitable for use in data structures that have simple linear relationships compared to ensemble-based models.

Qismatun Najah, Nina; Supriyo Supriyo; Miftahul Khoiri

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to analyze the effect of implementing the Realistic Mathematics Education (RME) learning model on improving students' mathematical literacy, particularly in social arithmetic material at SMP Negeri 2 Wonorejo. The research used a quantitative method with a quasi-experimental design in the form of a non-equivalent control group design. The population consisted of seventh-grade students from three classes, samples selected through purposive sampling based on preliminary test results: class VII B as the control group and class VII C as the experimental group. Research instruments included a validated observation sheet on student activities and an essay-type mathematical literacy test. Data analysis was conducted using normality tests, homogeneity tests, independent t-tests, and effect size calculation. The results indicated that student activities in the RME learning model were categorized as excellent. Hypothesis testing with an independent t-test yielded tcalculated = 2.81 > ttable = 1.56. The average post-test score of the experimental group (73.00) was higher than that of the control group (50.41). The effect size calculation resulted in d = 1.75, which falls into the large effect category. Thus, it can be concluded that the RME learning model has a positive and significant influence on improving students' mathematical literacy.

Vika Zida Akmaliah; Andika Setyo Budi Lestari; Miftahul Khoiri

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The purpose of this study is to develop a mathematics e-module based on the tourism potential of Pasuruan City material of flat-sided solid shapes. This research is motivated by the use of teaching materials by teachers is still manual, not in digital form that integrates local tourism potential. The type of research is R&D (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the study show that the mathematics e-module based on the tourism potential of Pasuruan City material of flat-sided solid shapes has gone through a model development process. The validation results show that the percentage of experts with an average of 93.6% is in the very valid category. The application of the mathematics e-module received a positive response with a percentage of 88.5% on a small scale and on a large scale showing 89.2% in the very practical category. The posttest showed a percentage on a small scale of 83%, while on a large scale it reached 80% which is categorized as effective. Conclusion, the development of a mathematics e-module based on the tourism potential of Pasuruan City material of flat-sided solid shapes is declared valid, practical and effective.